Action Points


From the Book (Page 9, Core Rule Book):
Each character starts play with Action Points. Action Points provide a player with the means to alter d20 rolls in dramatic situations. After a die roll but before the GM reveals the results, you can decide to spend an Action Point. For a character, spending an Action Point adds 1d6 to the d20 roll, helping you get closer to or exceeds the target number. An Action Point can be applied to a single die roll when making an attack roll, a skill check, an ability check, a level check or a saving throw. In some cases (as noted in the rules), a character must spend an Action Point to perform a certain activity. An Action Point spent this way does not provide an increase to a d20 roll.

In addition, most of the time it's played that once Action Points are used, they are gone forever.

Using Action Points <cite: http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm>
You can spend 1 action point either to add to a single d20 roll, to take a special action, or to improve the use of a feat.
You can spend 1 action point in a round. If you spend a point to use a special action, you can’t spend another one in the same round to improve a die roll, and vice versa.

My Modification:
Characters start out with 5 Action Points. They gain 1 Action Point per 3 additional character levels (8, 11, 14, 17, 20) to add to their Action Pool. These points refresh every game. Action Points give 2d6 per Point - period. They do not increase to d8, d10, d12, etc. Action points may not be spent on Statistics checks (i.e. Strength checks, Intelligence checks, etc.). If you botch (roll a 1) on an action where Action Points were spent, you still lose the Action Points.

In addition, Action Points may not be used for the following:

- To add to a saving throw against a spell, psychic effect, demonic effect or deific effect. If you are making an AOE save that is caused by magic, then you can use Action Points for the Reflex save as it's a spell not directly targeting you.
- To add to a spell or psychic ability.
- To add to magic/psychic related skill checks, i.e. spell craft, use magic device, caster level checks, etc. They made be made to non-magical books about magic in decipher script check though, for example.

In other words, Action Points do not mesh directly with Magic, Psychical Abilities, Demonic Abilities or Deific Abilities.

Using Action Points <cite: http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm>
You can spend 1 action point either to add to a single d20 roll. The particulars rolls it can and can't be used on are described above.
You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.

Permanently Burning Action Points

You may choose to Permanently Burn Action Points. Once burned, these Action Points are gone FOREVER. You may permanently burn up to 4 Action Points per round, unless otherwise noted. For doing so, you may do one of the following:

1 Point - Add +20 to hit on one, single attack. This stacks with other bonuses (except with the 2 point version). You must declare and spend the point BEFORE the attack roll. However, by burning the Action Point, you will NOT Critically Fail on a naturally rolled 1 for this roll.

2 Points - Add +20 "to hit" on one, single attack. And if you successfully hit the target, it will be counted as a confirmed Critical. This stacks with other bonuses (except with the 1 point version). Also, by burning the Action Points in this manner, you will NOT Critically Fail on a naturally rolled 1 for this roll. You must declare and spend the TWO points BEFORE the attack roll.

1 Point to 3 Points - "I want to do something cool!"
Well, tell me what you want to do, either in front of the group, or in private. I will determine the amount of points needed based on what you want to do. It will usually range from 1 to 3 points. These need to be short actions. Meaning, you can't permanently burn Action Points to build a Mega Zord. You could, however, burn Action Points to do something cool on an attack or to gain something, within reason, through a phone call (contacts).

2 Points - Completely refresh your Magic Pool. This is one of the few interactions Action Points will have with Magic. This will NOT fill your magic pool above it's cap.

2 Points - Completely refresh your Psionic Power Point Pool. This is one of the few interactions Action Points will have with Psionics. This will NOT fill your power point pool beyond it's cap.

There will be other burn options available as game progresses.

Classes

See the d20 Modern core rules book for all base starting classes. Base starting classes (Fast Hero, Smart Hero, etc.) are currently the only classes allowed.

Damage/Wounds and Healing

If you suffer Severe Damage (bleeding, broken bones, etc.) you will continue to take additional damage every round until the wound is stabilized. Severe Damage is defined as taking more than 8HP of damage from a single attack in one round (Non-lethal/Stun damage doesn't count). This can come from a firearm, knife, sword, claw, bite, improvised weapon or the like. You will continue to take 1d4 points of damage every round thereafter until your wounds have been stabilized. The additional wound damage takes place before the wounded character's action. This makes turn order all the more important.

In order for you to stop taking additional damage, your wounds must be stabilized. There are 3 ways this can be done:

Treat Injury: A Treat Injury Check starts with a DC of 15. Each subsequent time it is used on a specific character in a 24 hour period, add +1 to the DC for that specific character. A Treat Injury Check can be attempted on a character a number of times equal to the injured character’s level in a 24 hour period. An unsuccessful attempt counts against the total number that can be used. A successful Treat Injury Check restores 1d4 +1 HP and stops any further damage from existing wounds. A character cannot be healed of more than his/her maximum hit points. A single Treat Injury Check takes 3 rounds. You cannot take 10 or 20 if either character is in combat, in a moving vehicle, or otherwise distracted.

First Aid Kit (Med Kit): A First Aid Kit works exactly like a Treat Injury Check, but instead of healing 1d4 +1, a First Aid Kit heals 1d6 +1. A First Aid Kit is good for three successful Treat Injury Checks; meaning a failed check does not result in the First Aid Kit being depleted. A Treat Injury Check with a First Aid Kit counts as a Treat Injury Check in regard to how many times a Treat Injury Check can be attempted on a character in a 24 hour period. 1 Med Kit can be carried on person. Treating wounds with a first aid kit takes 3 rounds. You cannot take 10 or 20 if either character is in combat, in a moving vehicle, or otherwise distracted. First Aid Kits are good for 3 uses before the supplies run out.

Medical Bag (Med Bag): A Medical Bag works exactly like a Treat Injury Check, but instead of healing 1d4 +1, a Medical Bag heals 1d12 +1. A Medical Bag is good for 3 successful Treat Injury Checks; meaning a failed check does not result in the Medical Bag being depleted. A Treat Injury Check with a Medical Bag counts as a Treat Injury Check in regard to how many times a Treat Injury Check can be attempted on a character in a 24 hour period. Med Bags are about the size of a medium to large size backpack and are difficult to keep on person all the times (especially in combat situations) in addition to holding other equipment. They are instead better of being stashed or left in a vehicle. Treating wounds with a medical bag takes 3 rounds. You cannot take 10 or 20 if either character is in combat, in a moving vehicle, or otherwise distracted. Medical Bags are good for 6 uses before the supplies run out.

Surgery: Using Surgery requires the appropriate Feat and fully stocked Surgery equipment (or at least a field surgery kit). Surgery restores 1d6 HP per character level of the patient. Field surgery kits are the size of a large backpack and are difficult to keep on person all the times (especially in combat situations) in addition to holding other equipment. They are instead better of being stashed or left in a vehicle.
Using Treat Injury on yourself: The DC for a Treat Injury Check on yourself is increased by +5. You cannot perform surgery on yourself, however. Surgery Field Kits are good for 6 uses before the supplies run out.

Death?....

You must go negative equal to your HP before you die. At 0 HP you fall unconscious. If you continue to lose HP due to a wound, without stabilization, once you reach negative HP equal to your positive HP number, YOU ARE DEAD.

Hit Points

Leveling does not provide additional HP. This means your starting HP is it, for now. You may add HP with feats like Toughness. However, that may be taken a max of 3 times. There *may* be additional ways to increase your HP at a later date, but currently that is it.

Leveling/Gaining XP

It takes 1,000XP times your level to get to the next level (Level 2 requires 2,000XP to get to level 3, level 14 requires 14,000XP to get to level 15, etc.)
I will assign XP either each game or after the conclusion of each "mini story" (i.e. case).